2023-10-20 · conference-paper · Artificial Intelligence in Games · en
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Believable proxies of human behavior can empower interactive applications ranging from immersive environments to rehearsal spaces for interpersonal communication to prototyping tools. In this paper, we introduce generative agents: computational software agents that simulate believable human behavior. Generative agents wake up, cook breakfast, and head to work; artists paint, while authors write; they form opinions, notice each other, and initiate conversations; they remember and reflect on days past as they plan the next day. To enable generative agents, we describe an architecture that extends a large language model to store a complete record of the agent’s experiences using natural language, synthesize those memories over time into higher-level reflections, and retrieve them dynamically to plan behavior. We instantiate generative agents to populate an interactive sandbox environment inspired by The Sims, where end users can interact with a small town of twenty-five agents using natural language. In an evaluation, these generative agents produce believable individual and emergent social behaviors. For example, starting with only a single user-specified notion that one agent wants to throw a Valentine’s Day party, the agents autonomously spread invitations to the party over the next two days, make new acquaintances, ask each other out on dates to the party, and coordinate to show up for the party together at the right time. We demonstrate through ablation that the components of our agent architecture—observation, planning, and reflection—each contribute critically to the believability of agent behavior. By fusing large language models with computational interactive agents, this work introduces architectural and interaction patterns for enabling believable simulations of human behavior.
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This paper is a conference paper situated in the area of artificial intelligence in games, addressing how generative agents can simulate human behavior. Because this work appeared as a conference paper, it has passed through peer review and formal publication, so it should be given more weight than a preprint that has not yet cleared review.
3 cited facts
A small team of 3 researchers authored this work.
1 cited fact
The work has drawn 2098 citations, placing it among the more heavily referenced contributions in its area. That volume of attention signals it is already an established reference point in its field rather than a newly emerging one. It engages with a substantial body of prior scholarship works in its reference list.
4 cited facts
Generative Agents: Interactive Simulacra of Human Behavior is a conference-paper, focusing on Artificial Intelligence in Games, published in 2023.
Generative Agents: Interactive Simulacra of Human Behavior has 2,098 citations in our record, placing it among the highly cited works we track.
Our record lists 3 authors for Generative Agents: Interactive Simulacra of Human Behavior and references 66 other works. Author names aren't in our data yet — the source link on the page lists the full byline.
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